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Messages - Untrustedlife

#61
Ideas / Re: Our Rimworld Stories!
June 21, 2014, 01:23:20 AM
Quote from: Korimito on June 20, 2014, 10:26:44 AM
Hi!

I am typing this on my dying iPhone while I am being ill on a work toilet. Please don't mind my briefness...

Rim world is very much about telling a story - we all know this. Sometimes, though, our rim world stories are hard to remember. My proposition is this;

An automated log of major events on chronological order (blights, raiders, starvation, prisoners) that is accessible throughout your play through and at the end of your game.

Example:

Day 60: 8 <<well equipped>> <<pirates>> raid from the <<south west>>. <<Vas (oaf)>> is the day's hero as he takes down <<3>>. <<Frank>> dies of a <<shotgun>> wound.

Will be offering more after wok!

Cheers,
Wayne

I belive a sort of "history" screen is planned.
#62
General Discussion / Re: RimWorld change log
June 20, 2014, 09:28:45 AM
Quote from: AwesumnisRawr188 on June 19, 2014, 05:57:03 PM
Does being able to manually target mortars mean we can mine with it?

Probabbly
#63
General Discussion / Re: Fun for hours~
June 20, 2014, 09:27:19 AM
Quote from: juanger on June 19, 2014, 05:49:08 AM
So far, every single game of mine ended abruptly, regardless of the AI. It seems the gradual difficulty progression works correctly up to a point, 1 enemy, 2 enemies, 4 enemies, 10 heavily armed enemies.
In the current build (and i presume) later builds, the AI storytellers get all riled up and try to kill you by day 70-150.  (its the only "end game" we have at the moment (the next build however will have a ship you can build to escape), (right now its kinda "Losing is fun" style (and you get a good story afterwards).
#64
General Discussion / Re: Sneak previews
June 20, 2014, 09:23:11 AM
Quote from: AwesumnisRawr188 on June 20, 2014, 05:48:33 AM
You try to break the game right? I love this game and love playing it. It's ridiculously addicting, and keeps my attemtion for hours upon hours. I don't want to see new stuff, well, a tiny bit(doesn't everyone?), but it'd be cool to be a part of something to make sure others enjoy the game when it's released. I beta tested for an iOS game called Junk Jack about a year ago and it was really fun. They had secret forums to post bugs and it was a great experience, especially the nice community. I also enjoyed breaking the game with fun glitches, like TNT that wouldn't ignite if you exited, or moonwalking across the map due to a glitch.

I'll wait a while and get more time in with my colony before I try to kill it.
I like your colony management style " I'll try to kill my colony" you sir are awesome.
#65
Ideas / Re: A few new ideas
June 20, 2014, 09:17:44 AM
Quote from: s22190 on June 19, 2014, 04:31:27 PM
Just a few ideas here (some of them might be a repeat from other folks previous post so I do apologize in advance to the moderators.)

-Body Armor. It really bothers me that you cant equip your colonist with at least some kind of cheap basic protection. A basic body armor would do it and be fun (craftable from metal and woods I guess) Research would open better armor etc...
- Mechanized Armor Soldier System. If the enemy can have mechanoids, why cant we say : I Haz Mecha too XD ! Somekind of Highly expensive mechanized armor that is fueled by uranium and fires missiles would be fun.
-Friendly Faction trade post, or ambassador building: Basically a building that would be used by friendly factions to come and trade with you; stay there for a while, etc...
-Traps : where is the fun when you cant put a few traps in there ? Bear traps would be fun and effective !
-Glass: For windows and sunroofs; because not everyone loves the lush feeling of a lamp in a cave.
-Beefalos/buffalo/mufallo dung fertilizer: Because Picking up crap is fun
-Dogs !: or any other kind of trainable/tamable pets like lizards would be fun
-Levers or ways to lock and open doors remotely (put this with DOGS and prison cells and you got yerself an arena XD
--Larger doors: : self evident

Anyway great game, love it, had one energy drink too much and just wanted to add my two cents to it :)
awwwww, look at all those bright shiny new forum faces :)

in all seriousness though, dogs and levers and traps - win idea in my book

The mechanoids are an ancient mechanoid hive.. (They are ancient and therefore technologically superior), think of the world in forms of tech levels, tribes people are described by the game as "Neolithic", People who have spaceships are "Spacers", Mechanoids hives are described as being "Ultra"

Your colony is ( (as a result of the crash) JUST BELOW) spacer. (which s a sort pseudo post-industrial tech level (where you have some neat tech (eg, food dispensers) but we rely on  industrial tech (eg solar/geothermal power, pistols and rifles) , just above you is lazer rifles (r-4 charge rifles) and powered body armor which are "Spacer" tech level....... (what i am trying to say is that mechanized suits (or mecha armies) may be ahead of our tech level . (The lore describes rimworlds as industrial)

(Tech levels are such a cool mechanic though., we may end up with some "Medieval Factions" (which is why we have medieval oafs and such)
#66
Ideas / Re: Forbidden zone
June 20, 2014, 09:08:52 AM
barbed wires and pit traps are modded, not actual  game items.. so why would tynan worry about this?
#67
Quote from: minami26 on June 19, 2014, 02:40:00 AM
Quote from: Untrustedlife on June 18, 2014, 01:33:09 PM
Added you guys to the list :) (When shall we start? (I already generated a world/customized my colonist))

Alright thanks for that.

Im ready anytime. everybody should respond so that we'll have a set date. :)
Yeah guys, respond so we know. If they take too long Ill just start it ;)
#68
General Discussion / Re: RimWorld change log
June 19, 2014, 09:14:29 AM
Quote from: UrbanBourbon on June 19, 2014, 03:16:06 AM
Quote from: Untrustedlife on June 18, 2014, 01:50:53 PM
so now accuracy cant be effected by a bunch of things either? or am i misinterpreting this?

The new system replaces the gun's accuracy stat, which is 9 for Lee-Enfield, for example.
You could edit long range weapons have varying accuracies at various ranges by setting, for example:

Lee-Enfield: 0/15/20/45
A long range rifle but loses accuracy over long ranges, because it has no optical sight (scope).

Sniper Rifle: 0/0/5/10
A highly accurate long range rifle.

M2 Browning machine gun (a mod weapon): 5/20/55/95
Machine gun with a maximum range but obviously not very accurate due to the earthquake-level recoil and not an having optical sight. On the other hand, here's where the system falls short because M2 is freakishly accurate if you fire just one bullet with it...

Obviously you'd get penalties for low Shooting skill (together with distance), bad weather, cover, etc. but you'd have more control over the fact that even a bad shooter could score a near-certain hit at point blank range with certain guns.

What's a bit mind-boggling to me is that 'touch' reaches... up to 4 tiles? So if I'm getting this right, the exact ranges would be:

Touch: 1-4 tiles
Short: 5-15 tiles
Medium: 16-30 tiles
Long: 31-50 tiles

Aww yes, i messed with that a bit (I made a hand held torpedo launcher for a mod im making)

Thanks fr clearing that up! :)
#69
General Discussion / Re: Rescuing People
June 19, 2014, 09:06:43 AM
Quote from: Scorpion6981 on June 18, 2014, 07:28:14 PM
I think that when someone from a friendly colony becomes incapacitated that instead of just capturing them, you should be able to save them and return them to their colony when they are no longer wounded. I have had a lot of trouble with new hostile colonies because I have tried to save someone form their colony. I hate it when you have to sit there and watch someone die because you can't afford to make that colony hostile. Instead you should be able to save them. You can add a new type of the the bed for people that need rescue. This can also be used to raise the good will of some of the other colonies, since there isn't any other way to do that now.
Good idea! :)
#70
Ideas / Re: Sickness
June 19, 2014, 09:04:30 AM
we also need changelings....
#71
Ideas / Re: (Theoretical) Rimworld Research Tree
June 19, 2014, 09:01:07 AM
Quote from: vagineer1 on June 19, 2014, 06:35:04 AM
Damn Lechai, this tech tree is amazing, I would to see Tynan implement this into the game.

I have found a necromancer....
;)
#72
Quote from: UrbanBourbon on June 16, 2014, 09:02:55 AM
Mechanoids give up when the last corpse of a human pest is in ashes and scattered to the wind. They stop when all the rock the humans dug out is put neatly back into the mountain. They stop when everything the human infestation built as been torn apart and broken down into natural minerals and compounds.

I lied. Even then they don't stop. After removing all the evidence of 'intelligent' life, they guard the area just in case more would come. They linger vigilantly, they starve silently, as far as a 150-ton cyborg, part insect, part machine, is able to be silent. They don't care. They don't feel. They don't stop unless stopped.

That was awesome..
#73
Ideas / Re: Colony Reproduction
June 18, 2014, 02:02:29 PM
Quote from: vagineer1 on June 18, 2014, 01:32:44 PM
Quote from: Untrustedlife on June 18, 2014, 01:26:17 PM
The amount of colonists is INTENDED to stay low (as stated by tynan)

I agree as there needs to be a limit as to not overload the game but what about raiders? They should have a limit aswell so they don't completely roll over you.
I hope sieges, sort of replace "giant raider balls of death", then we wouldnt have to worry about that....
#74
Quote from: Crimsonknight3 on June 16, 2014, 04:06:09 PM
I still agree with the OP that there needs to be some high-tech endgame content that makes dealing with them slightly easier. Would need a lot of balancing to ensure it didn't make the game too easy. Some people like to create elaborate automated defences and leave their pawns to live happy gun-free lives. BUUUUT saying that, ty already has an endgame in mind so I won't moan :p


You know, complex traps (or simple traps) or both would be handy, would give a nice dwarf fortress vibe as-well, and complexity would vary by player skill as-well, making it easier to balance... (I also want to create an awesome trap complex system)
#75
General Discussion / Re: RimWorld change log
June 18, 2014, 01:50:53 PM
Oh no..hes making the game simpler..WHY WHY WHY..no tynan why What is the point of fear tech now? Is that being removed too? wth...

Quote

Refactored how weapon accuracy is defined. Instead of an abstract �accuracy� variable with a bunch of opaque equations behind it, you now set the miss chance at touch/short/medium/long range (4/15/30/50 cells) and the game interpolates between these. Allows making weapons like sniper rifles worse at long range.


so now accuracy cant be effected by a bunch of things either? or am i misinterpreting this?

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I do however like the change in how the dates work (will make succession games easier to handle)

And the kidnapping (which i believe was planned as-well)